Ripped In Space.....
Stolen Mechanics in Deep Space (well, some of them....)

Original 3 Ratings Concept by Christopher Weuve on the sfconsim-l list
Original Variable Dice Mechanic and Missile Combat Mechanic by James M. Dugan
Cargo Mechanics courtesy of Nyrath the Nearly Wise on the sfconsim-l list
Copyright 2002 James M. Dugan, who assembled this mess.

As you see here, the game is unfinished as yet, but that will change:

TURN SEQUENCE:

Each "Turn" goes as Follows:

FUNDAMENTALS:

Each fleet/ship has different categories of mission, and those different missions interact with each other. Those missions are:

Each fleet/ship has a rating in all of these categories.

CSC-assigned ships fight the fleet action (some sort of beam weapons is assumed) with each other. EC-assigned ships fight each other and attack IW ships (i.e., EC-assigned forces can screen IW ships from attack). IW-assigned ships "fight" the IW battle, the winner of which gets a DRM in the Capital Ship battle determined by the magnitude of his victory in the IW battle. Missile Combat interacts with all three, and can turn the tide of battle in a close game - it can also merely be a nuisance if employed incorrectly.

Combat, Damage and Die Roll Modifiers (DRM):

Effects of Damage:

Each Ship has a certain number of HULL points, which is the last thing lost to damage. Immobile Ships may be left alone to pillage later, but Ships that loose all Hull points do as Follows (Roll 1d6):

REMEMBER - IW warfare may occur at ranges of 0-5, Escort Combat at ranges 0-3, CSC at range 0-2, and Missile Combat at ranges of 0-7. There are no Firing Arcs.

Dice Mechanics are as follows:

Ship Movement


A note from Chris:
One of the key elements would be that ships would have ratings for all three, and many ships would be good (or at least adequate) at all three.  Others would be designed to optimize one attribute at the expense of the other two.Part of the design goal was to avoid the situation which seems to happen in a lot of strategic level games, where the escorts are useful only as ablative armor for the larger ships.  Historically, escorts have rarely been designed to fill that role.  Rather, they should bring something to the task force that would otherwise be lacking.

Supply Rules (courtesy of Nyrath the Nearly Wise):
There are dotted lines between continents for merchant marine routes.  At intervals along the routes, merchant ship counters are placed. The counters do not move,  they do not represent actual ships, rather they were indicative of a *volume* of merchant ship traffic through that point. Their purpose is to give the enemy player a method to attack convoys, without all the muss and fuss of actually having counters for all the zillions of convoy ships and tediously moving the little pieces along the routes.
The route is only considered open if it has at least 1 merchant counters along it.  If the enemy destroys enough counters, the route is closed until new merchant counters can be purchased. And when a route is closed, the "out of supply" rules are invoked.

Construction Rules:

All Ratings Dice must be the same type (ie All D4, All D6, etc...) in each category (CSC, IW, etc). Each Category may have different Dice Types if desired.

Armor Mass is equal to rating cubed, cost is equal to rating.
Shield Mass is equal to rating squared, cost is equal to rating cubed X 3

IW Mass and cost is given on the chart:

Mass is equal to:

Cost is equal to:

D4

Number of dice

Number of Dice

D6

Number of dice

Number of dice Times 2

D8

Number of dice

Number of dice Times 4

D10

Number of dice

Number of dice Squared

D12

Number of dice

Number of dice Cubed

Escort Ratings is as Follows, Cost is equal to Mass:

Mass is equal to:

D4

Number of dice

D6

Number of dice Times 1.5

D8

Number of dice Times 2

D10

Number of dice Times 2.5

D12

Number of dice Times 3

CSC Ratings, Cost is equal to 2X Mass:

Mass is equal to:

D4

Number of dice Times 3

D6

Number of dice Times 4.5

D8

Number of dice Times 6

D10

Number of dice Times 7.5

D12

Number of dice Times 9

Missiles Mass is equal to half CSC Mass for each Missile Volley, Cost is 1/4 mass.

Hull Mass is 5 each, Costs 1 each

Move Mass is equal to Total System Mass (not including Move) for each Point. Cost is equal to 1/4 Mass.